Pensacola
203 mm/55 Mk.14 on a twin mount2 х 2 / 2 х 3 pcs. |
Rate of Fire4 shots/min. |
Reload Time15 sec. |
Rotation Speed4 deg./sec. |
180 Degree Turn Time45 sec. |
Firing Range14.25 km. |
Maximum Dispersion131 m. |
HE Shell203 mm HE/HC Mk25 |
Maximum HE Shell Damage2,800 |
Chance of Fire on Target Caused by HE Shell14 % |
Initial HE Shell Velocity823 m./s. |
HE Shell Weight118 kg. |
AP Shell203 mm AP Mk19 |
Maximum AP Shell Damage4,600 |
Initial AP Shell Velocity853 m./s. |
AP Shell Weight118 kg. |
127 mm/25 Mk.19 on a Mk.19 mount8 х 1 pcs. |
Firing Range4.96 km. |
Rate of Fire13.33 shots/min. |
Reload Time4.5 sec. |
HE Shell127 mm HE/HC Mk36 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity657 m./s. |
Chance of Fire on Target Caused by HE Shell9 % |
127 mm/25 Mk.19 on a Mk.19 mount8 х 1 pcs. |
. . . Average Damage per Second58.4 |
. . . Firing Range4.2 km. |
20 mm Oerlikon on a Mk.4 mount8 х 1 pcs. |
. . . Average Damage per Second28.8 |
. . . Firing Range2.01 km. |
28 mm Mk.1 on a Mk.2 mount4 х 4 pcs. |
. . . Average Damage per Second9.2 |
. . . Firing Range2.4 km. |
Maximum Speed32.5 knot |
Turning Circle Radius620 m. |
Rudder Shift Time9.1 sec. |
Surface Detectability Range13.74 km. |
Air Detectability Range6.24 km. |
Pensacola — American Tier VI cruiser.
The first U.S. Navy cruiser built under the limitations of the Washington Naval Treaty with powerful artillery but weak armor, which was characteristic of such ships. The cruiser was armed with 203 mm main guns, on the basis of which she was redesignated as a heavy cruiser soon after commissioning. However, the ship's armor actually corresponded to that of a light cruiser.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
Player Opinion
Performance
The Pensacola is the first heavy cruiser within the American cruiser line---though "heavy" in this case refers strictly to her 8" guns and not to any sort of durability. The light armor of the Pensacola makes her one of the more difficult cruisers of her tier, with the tendency to take heavy penetrating and citadel hits regardless of angle. Additionally, due to her slow turret traverse that is nearly as slow as Fuso’s, this makes it very difficult to keep track of targets at closer ranges and being able to react quickly enough to enemies showing broadside. A stand-up fight in Pensacola against anything larger than a cruiser will end in a pyrrhic victory at best and an instant demise at worst.
Pros:
- Decent main batteries - good firing angles for all ten guns compared to their IJN counterparts Aoba and great AP penetration capabilities
- Good anti-aircraft armament - not as powerful as its light cruiser counterpart Cleveland but a good enough deterrent
- Good maneuverability - good turning radius, good rudder shift time, and decently fast
Cons:
- Poorly armored - can take citadels from almost any angle by 406mm AP shells
- Poor large caliber AA range and damage
- Very slow turret traverse - almost as slow as Fuso’s turrets
- Poor concealment - has the same base concealment as New Mexico
Research
Availability of researchable upgrades for Pensacola is as follows:
- Hull: Upgrade to Hull (B) for slightly more hitpoints, more anti-air capabilities, and better rudder shift time. Research of this module unlocks progression to New Orleans.
- Gun Fire Control System: Upgrade to Mk6 mod. 2 for an extra 10% range on the main battery.
Optimal Configuration
Upgrades
The recommended upgrades for Pensacola are as follows:
- Slot 1: Main Armaments Modification 1 - to keep the guns active and firing
- Slot 2: Damage Control System Modification 1 - to lessen the fire damage taken
- Slot 3: Aiming Systems Modification 1 - to increase the accuracy of her guns.
- Slot 4: Steering Gears Modification 2 - to improve her agility by lowering the rudder shift time
Commander Skills
Key skills for Pensacola commanders include Expert Marksman, Demolition Expert, and Concealment Expert.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★★ |
★ |
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★★ |
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2 |
★ |
★★ |
★★★ |
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|
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★★ |
★ |
3 |
★★ |
★ |
|
|
★★ |
★ |
★★★ |
★★ |
4 |
|
★ |
|
|
★★ |
|
★★ |
★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Pensacola can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Catapult Fighter
Captain focusing Pensacola on AA build will equip Defensive AA Fire II () for the Slot 2, especially when in a division with a carrier. Although for solo playing, Hydroacoustic Search II () is more recommended if there is no carrier around.
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 2 or 5 are recommended at a minimum to reduce the accuracy of incoming shells.
Players who wish to spend doubloons can equip Pensacola with Type 16 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★★ |
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★★ |
★ |
★★★ |
★★★ |
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★★★ |
★★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.
Gallery
Historical Info
Historical Gallery
References
- World War II Database
- Wikipedia
- Historyofwar.org
- ibiblio.org
- Snapp, Ray; Jarman, Eugene; Grantham, Trevor W. 1992 USS Pensacola (CA-24): "The Grey Ghost". Paducah, Ky. : Turner Pub. Co. (confirmation of nickname)